varying vec4 gl_Color;
uniform float auraTime;

void main(void)
{
	vec2 correctedCoord = (gl_TexCoord[0].xy-0.5)*2.0;
	float center = 1.0-abs(length(correctedCoord));
	float alpha = 1.0;
	float border = 0.1;
	
	if(center < border){
		alpha = center/border;
	}
	
	if(center > 1-auraTime && center < (1-auraTime)+0.02){
		alpha *= 1.5;
		alpha += 0.1;
	}

	gl_FragColor = vec4(gl_Color.rgb, gl_Color.a*alpha*auraTime);
	
}
    